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Topic: Info: Diplomats and Spies |  |
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SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted December 27, 2000 18:33
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Post1 This is a special thread, please read Post 2 below, which contains instructions for use. Read The Great Library: a hierarchical structure for further information about this type of threads. Diplomats and Spies 1.1 | Certain amount of gold is deducted from the treasure of civ that bribes and NOT added to civ whose unit/city is bribed. | | 1.2 | Cities and units are immune to bribery in democracy. | | 1.3 | You don't lose movement point if you break off bribing (after you found out the cost of bribing). | | 1.4 | Bribing from boats is allowed. | | 1.5 | Dip/spy doesn't need shield support. | | 1.6 | Dip/spy ignores ZOC. | | 1.7 | All dips/spies produced in Communism are veterans. | | 1.8 | 7.2 and 1.7 and succesful defense against an attack (see 1.10) are ways how to get dip/spy with veteran status. | | 1.9 | Low movement point (1/3 or 2/3) of dip/spy and low hit points of dip/spy doesn't neither prevent them from doing any action nor lower their chances. | | 1.10 | Dip/spy has 0 attack points and 0 defense points. (0 defense doesn't mean dip/spy cannot win when defending. See the thread Info: Combat (GL). | | | International incident: | | 2.11 | International incident is caused by following actions: | | industrial sabotage steal technology incite a revolt (bribing without "subvert city" option) poison water supply | | | | (bribing units and sabotage units has no effect on diplomacy) | | 2.12 | Those actions lower reputation and opponent is permitted to declare war without lowering his reputation. | | 2.13 | International incident (and the decrease of reputation) may occur only if dip/spy is successful AND captured after completing her mission. A capture before a try, forestalling by enemy's dip/spy (see 11.2) and escape of the spy cause the international incident impossible. | | 2.14 | 2.13 has one exception: "Incite revolt" causes always an international incident. | | 2.15 | If dip/spy's civilization has fundamentalism, then some advantages originate: | incite a revolt | causes incident | | other actions | peace | no incident (a message "... publicly condemn terrorism" appears; you may ignore it) | | alliance | steal technology | no incident (a message "we shall overlook this minor incident but do not let it happen again" appears; you may ignore it) | | others | causes incident | Nimrod: It also depends on your past relations with the civilisation applicable. If you've been friendly in the past, they are mjore likely to forgive future transgressions. | | | Expel spy: | | 2.31 | Any (overland, naval, aerial) offensive unit may expel other's dip/spy (it means to kick him of to his capital. What happens if capital doesnt exist?). East Side Trader: I have had the expel diplo once or twice where there is no capital and the diplo just stayed put. But this was years ago so I am a long way from being sure that I'm remembering correctly. SlowThinker: Quick test: Dip/spy is expelled into the nearest city. If dip/spy's tribe has no city then nothing happen after a try to expel. | | 2.32 | It does not lower movement points of unit that is expelling, you may do it arbitrarily times with one unit in one turn. | | 2.33 | You may expel dip/spy only if you have cease fire, peace or you are allied with dip/spy's civ. (If you have cease fire or peace, you may choose between attack and expel. If you are allied, you may just expel.) Expelling doesn't cause an international incident and it doesn't affect attitude. | | 2.34 | Stacked Dip/spy cannot be expelled. | | 2.35 | You can expel a dip/spy ONLY if it is in your territory (it means he is closer to one of your cities than to any city of any other civilization. | 3.2 | After succesfull bribe of a city, the civ that did bribing gets a part of treasure of the civ that was bribed as a spoil and chooses one enemy's advance (the same effect as the capture by force). The formula for amount of gold taken as a plunder is GP = S / (T + 1) * G Where | | GP | = gold plundered | | | S | = size of the city (number of citizens) before capturing (before decreasing of city size by 1) | | | T | = total number of citizens of all cities (in the begining of turn) | | | G | = gold of civ whose city was captured (in the moment of capturing) | | | 3.3 | When bribing a city, all units inside plus all units one square out of the city are bribed too and free of charge (they are never considered as stacked units). | | 3.4 | It is not possible to bribe the capital (Generally, you cannot bribe a city if your dip/spy stands just beside the capital). | | 3.5 | Dip/Spy may bribe a city two ways: "incite revolt" or "subvert city". It is possible to subvert city only if you have cease fire, peace or you are allied. "Incite revolt" causes the international incident and causes disappearance of Temple, Courthouse and Cathedral in the city. "Subvert city" option don't have those drawbacks. The cost of bribing is doubled for the "Subvert city" option. | | 3.6 | Size of bribed city is decreased by 1. Size of 1-sized city is not decreased. | | 3.9 | In which case a partisan arises after bribing a city? Newest test: Dip/spy's civ has acquired Guerilla Warfare AND civ being bribed has acquired Guerilla Warfare AND Conscription. How does the program determine the number of partisans a given city produces? Partisans don't arise for the "subvert city" option. | | | Formula for bribing cities: | | 3.1 | GR = DF * GF * S | | | Where | | GR | = gold required to bribe | | | S | = size of the city | | | DF | = 1000 / (D+3) (distance factor) | | | GF | = 1+G / 1000 (gold factor) | | | G | = gold of civ that is bribed | | | D | = the distance between dip/spy and the capital of civ that is bribed (see 3.11; see 4.31-4.35) | | | | Besides, GR may be multiplied by following numbers (these modifiers are cumulative): | | | | | 5/6 or 2/3 | if a spy or veteran spy is bribing | | | 1/2 | if city is in disorder | | | 1/2 | if no units are in city | | | 1/2 | if bribing civ was the last owner of the city prior to its current owner Xin Yu: Suppose Chinese destroyed Roman, then occupied English's capital. The English empire splitted into two--English and Russia. Now will the English be able to bribe Russian cities for half price? Will the Russian be able to bribe Chinese cities (which were occupied Roman cities--same color) for half price? I think the answer to the second question is (ridicularly) yes, but I'm not sure about the first. | | | 2 | if you "subvert city" | | | Notes: | | 3.10 | Bribing from distance 1 is not allowed. | | 3.11 | Maximal values for the distance "D": | | | | max. D | government of the civ whose city is bribed | 10 16 | communism other | | | | (Government (communism) of a civ of the dip/spy has no effect for bribing of cities. (see 4.10)) | | 3.12 | If courthouse is in the city then | | | | | 1. if needed, distance S is pruned to maximal value (16 or 10 for communism), 2. then halved and rounded down. | | | 3.13 | If capital does not exist then distance is always considered as maximal (16 or 10). | | 3.20 | Bribing barbarian cities: Formula 3.1 applies (there is usually no barbarian gold (G=0) and no barbarian capital (S=16; see 3.23)), but the price is halved. All aditional modifiers apply if you take following notes into account: | | | 3.21 | Disorder never originates in barbarian cities. (?? I hope so.) | | 3.22 | It is not possible to subvert a barbarian city (I suppose diplomatic relationship with barbarians is ever considered as "no contact" or "war" ). | | 3.23 | not tested: | | Communism (S=10 (see 3.11); may barbarians be under communism?) "city was yours before" | | | | | 4.2 | Stacked units cannot be bribed or sabotaged. A unit is stacked if it share one square with ANY other(s) (overland, naval, aerial) unit. | | 4.3 | Dip/spy may be bribed the same way as other units. | | 4.4 | You get a non-unit if you bribe a unit that is closer to an enemy city than any your city. | | 4.5 | Dip/spy moves to the point where bribed unit stays and loses only corresponding number of movement points. Bribed unit is avilable immediately and has full number of movement points. | | 4.6 | Unit residing in a city cannot be bribed (i. e. cannot be bribed separately, only with all city). | | | Formula for bribing units: | | 4.1 | GR = DF * GF * S | | | Where | | GR | = gold required to bribe | | | S | = shield cost of the unit (see 4.13) | | | DF | = 37.5 / (D+2) (distance factor) | | | GF | = 1+G / 750 (gold factor) | | | G | = gold of civ that is bribed | | | D | = the distance between unit that is bribed and his capital (see 4.10; see 4.31-4.35); | | | | Notes: | | 4.10 | Maximal values for the distance "D": | | | | max. D | government of the civ of dip/spy | 10 16 | communism other | | | | (Government (communism) of a civ whose units are bribed has no effect for bribing of units. (see 3.11) ) | | 4.11 | Unlike bribing cities, the cost for bribing unit is the same for dip/spy and doesn't depend on veteran status. | | 4.12 | If capital does not exist then distance is always considered as maximal (16 or 10). | | 4.13 | The cost to bribe units with a role=5 (settler, engineer) is double that of other units. | | 4.20 | Bribing barbarian units: Formula 4.1 applies: there is no barbarian gold (G=0) and no barbarian capital. | | | Way to measure distance between a unit and the capital (use in both bribing-formulas (3.1 and 4.1)): | | 4.31 | Imagine Civ2-map turned by 45 degrees. Then you see that map is a simple grid of squares. Then use 4.32 or 4.33 (both are equal). | | 4.32 | Take the "rectangle" defined by the position of the unit and the position of the city (all sides of rectangle are built by squares connected by lines, not by by edges). distance = (length of longer side of rectangle) + 0.5 * (length of shorter side of rectangle) Only integer part of distance is considered. | | 4.33 | Take the "rhomboid" defined by the position of the unit and the position of the city (two sides of rhomboid are built by squares connected by lines ("straight sides" ), other two sides are built by squares connected by edges ("diagonal sides" ); note: the rhomboid is included in the rectangle that came up in 4.33). distance = (length of straight side of rhomboid) + 1.5 * (length of diagonal side of rhomboid) . Only integer part of distance is considered. | | 4.35 | This method of measuring the distance between two squares is valid for all Civilization. | 4.4 | Help for people weak in mathematics: | | | | Distance | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | | unit | 125 | 93.5 | 75 | 62.5 | 53.5 | 46.5 | 41.5 | 37.5 | 34 | 31 | 28.5 | 26.5 | 25 | 23 | 22 | 20.5 | | city (dip) | N/A | 200 | 166 | 142 | 125 | 11 | 100 | 90 | 83 | 76 | 71 | 66 | 62 | 58 | 55 | 52 | | city (spy) | N/A | 167 | 139 | 119 | 105 | 93 | 84 | 75 | 70 | 64 | 60 | 55 | 52 | 50 | 46 | 44 | | city (vet spy) | N/A | 134 | 111 | 95 | 84 | 74 | 67 | 60 | 56 | 51 | 48 | 44 | 42 | 39 | 37 | 35 | | | | 2nd row applies to formula 4.1 (10 shield-unit, 0 gold), 3rd to 5th rows apply to 3.1 (1-sized city, 0 gold). | | Comparison of Diplomat and Spy | 5.1 | Diplomat | Action | Spy | | 1 | visibility | 2 | | 2 | moving rate | 3 | yes not lost | bribe unit | yes not lost | | N/A | sabotage unit | may be lost | | lost | establish embassy | not lost | | lost | investigate city | not lost | no choice success guarr. if no dip/spy in city once per city lost | steal technology | "first time in city" choice ("specify advance" ) or no choice ("any will do" ) success guarr. if no dip/spy in city (see 7.2) once per city may be lost | "next in city" no choice may not to be successful any times per city may be lost | no choice success guaranteed lost | industrial sabotage | "use her judgement" no choice success guaranteed may be lost(lower probability) | "give primary target" choice of target may not to be successful may be lost(higher probability) | full price lost | incite a revolt | 5/6 (2/3 if veteran) of price may be lost | | N/A | poison water supply | may be lost | 5.2 | Success (I don't mean survival) is guaranteed if noticed in the table and for following actions: bribe unit, sabotage unit, establish embassy, investigate city, incite a revolt/subvert city (full success: with gold and advance plunder),poison water supply. | | | About spy in general | | 7.1 | It is possible to divide spy's mission into three parts: Firstly, a spy may be or may not to be captured before completing her mission. Secondly, | | her attempt may be foiled by enemy dip/spy positioned in the city | for steal technology/"any will do" mission only (see 11.2) | | | she completes mission | for all other missions | Thirdly, she may be or may not to be captured after completing her mission. | | 7.2 | ??? I never saw a dip/spy to be foiled in technology/"specify advance" mission | | 7.3 | Spy may be lost (captured) in all dangerous actions (i.e. actions where a spy may be captured ): sabotage unit, steal technology, industrial sabotage, incite a revolt/subvert city, poison water supply. If she is not lost in that action, then she is moved to her nearest city, she gets veteran status and she loses remaining movements points. | | 7.4 | Jeff B: Veterans are 50% more effective than non-vets when they perform any task. SlowThinker: hmm, hmm...really ANY? | | | Sabotage unit | | 8.1 | Spy may sabotage enemy's units. Attacked unit lose a half of remaining hit points (rounded down, not affected by veteran status). | | 8.11 | How is probability that a spy will survive a sabotage? (50%?) Does it depend on Vet status? | | | Establish embassy | | 9.1 | Contrary to what the menu says, establishing an embassy costs a spy 1/3 of a movement point. | | | Investigate city | | 10.1 | Contrary to what the menu says, investigating a city costs a spy 1/3 of a movement point. | | | Steal technology | | 11.1 | Once you steal technology from certain city (with spy or diplomat), this city gets a flag that affects all next (for all remaining game??) tries (of ALL civs) to steal technology from this city: diplomats are prevented from doing it and spies are not able to precise an advance (citizens are "vigilent and wary" ). Xin Yu: Some flags do disappear over time. I once had a civ occupied my city, but after several turns I could not buy it back for half price. I wonder there is a small chance each turn to eliminate the 'previous civ' flag. This could be also true for 'tech stolen' flag, or even trade merchandise availability. | | 11.2 | Diplomats and Spies stationed in cities have a chance to thwart "steal technology" attempts by enemy diplomats/spies (message: "espionage attempt foiled..." ). Diplomat (or veteran diplomat) has a 20% chance to do so per attempt, spy have 40%, veteran spy 60%. This feature is cumulated: for example, chance to steal with one diplomat in the city is 0.8 (100%-20%=80%), with one vet spy is 0.4. Therefore, the chance to steal is 12.8% (0.128=0.8*0.4*0.4) if one dip and two vet spies are in the city. See 7.2 | | 11.3 | Dip/spy is useless against all other (except 11.2) actions of opponent's dips/spies(?). Steal technology/"specify advance" mission too?? | | 11.4 | If dip/spy is not succesfull due to 11.2, then dip/spy lose his remaining movement points only. No other effect: dip/spy survive and no international incident occurs. | | 11.5 | Unknown: A sentried spy is as valuable as a fortified spy against espionage attempts. (However, you may prefer to have it fortified. Please see the threads about "veteran diplomats and spies".) (I don't understand it well. I found it in one Civ2-strategy-archived thread. But I didn't find a "veteran diplomats and spies" thread. I think that archived threads are sometimes lost.) Smash: a diplomat seems to stand a better chance at thwarting if they are in "sleep" mode. Don't think this effects inciting revolts though. | | 11.6 | If there is no technology to steal then dip/spy lose 1 movement point. No other effect. | | 11.12 | Does success and survival of spy depend on number of thefts from a specific city? (is there "more flags"?) | | 11.13 | How is probability to survive/to be succesfull in each situation (specify advance, first theft in a city, additional theft)? Do probabilities depend on those situations or not? | | 11.15 | How veteran status affects success and survival? | | 11.16 | How dip/spy choose an advance to steal? By "AI value" in rules.txt? | | 11.17 | Do city walls affect probabilities? The Mad Viking: My son pointed out that his spies more often get captured when stealing tech / sabotaging a city that has walls. I have started paying attention to this and think he may be right. | | | Industrial sabotage Thorough discussion and tests about sabotage are here: | | 12.1 | An improvement will be destroyed or shield production will be set to zero ("production sabotaged" ). | | 12.2 | It is not possible to sabotage SDI Defense, Palace and WoW's. My Wife Hates CIV: hmmm.... out of more than 100 tests, I did destroy an SDI with a spy unit. ?? I can't figure out how to repeat it. It does not seem to matter what size the city is, techs the target civ has, units present or not... strange. I setup a city size 1, gave it a SDI. Placed another CIV spy next to it and tried. 'SDI complex destroyed'. I was going to take a screen shot but figured it was easy to repeat again. I'm still playing with it. | | 12.3 | With a spy you may choose between "give primary target" or "use her judgement". ("Primary target" is not an exact expression, "only target" would be better: spy will never try to sabotage other thing than primary target.) | | 12.4 | If there is no improvement you can sabotage in the city, then dip or spy+"use her judgement" will repeatedly sabotage the production, although shield progress may be 0. You won't have the option between "give primary target" and "use her judgement" if spy is sabotaging. | | 12.5 | Dip or spy+"use her judgement" will never sabotage a production if shield progress is 0 (except 12.4): it means only one such attack per turn. | | 12.13 | Probability that spy+"use her judgement" will be captured is 50% for a non-vet spy and 25% for a vet spy. | | 12.11 | What is the probability that spy+"give primary target" will be successfull? | | 12.12 | What is the probability that spy+"give primary target" will be lost?(20%?) | | 12.14 | What is the probability that diplomat/spy+"use her judgement" will choose to sabotage production? | | 12.15 | Do all improvements have the same probability to be chosen for a diplomat/spy+"use her judgement" sabotage? | | 12.16 | How veteran status affects success and survival?Scouse Gits says it affects success | | 12.17 | If you choose "give primary target" against the capital or walled city, then a message "Attempting sabotage in enemy capital or against city walls is very risky" appears. How much it lowers probability of a success? Have city walls and capital similar effect in other types of missions? | | | Poison water supply | | 13.1 | Spy may "Poison water supply" in a city. It decreases city size by 1. | | 13.2 | It is not possible to poison if size of city is 1. | | 13.3 | Probability that spy will be captured is 33% for a vet spy (doesn't depend on the capital status), 50% for a non-vet spy attacking non-capital, 67% for a non-vet spy attacking capital. | 21.1 | You may find out the position of enemy's capital using formulas determining amount of gold for bribing. (And remember 1.3) | | 21.2 | Don't forget to 4.4. | | 21.3 | Terrain doesn't affect bribing cost. Bribe preferentially units/cities on rough terrain. | | 21.4 | A useful trick when you want your spy/diplomat home quickly is to have it expelled. | | 21.5 | Summary for bribing cities: Destroy courthouse, destroy enough happiness improvements to make the the city go into revolt, buy from the side of the city away from the capital, use a vet spy to buy. | It is not true that | | | 31.1 | expelling is available in deity only. | | 31.2 | a number of happy citizen and unexpired wonders raises the bribery cost. | | 31.3 | if enemy has no palace then distance = 32 vet staus of a dip has effect on the bribing cost (source: Scrolls of Ancient Wisdom (Winkler)). See 3.13 and 3.1. | | 31.4 | dip and spy may only be expelled when they are in your territory, which is in this case defined as being nearer to one of your cities than to one of its own (source: original message in Civ2 game). "ANY other civilization" in 2.34 is important. | | 31.5 | cost of bribe of partisan is upped. | | 31.6 | only diplomats (not spies) causes a flag mentioned in 11.1. | | 31.7 | In formula 3.1 (formula for bribing cities), instead of "if dip/spy's civ was the last owner of the city before the curent owner" it should be, "city was founded by you" In other words, you don't get a discount if you capture a city, lose it, and bribe it back | |
[This message has been edited by SlowThinker (edited May 11, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted December 27, 2000 18:34
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Post2There are old forgotten (but very helpful) threads in Apolyton and it is very tedious if you try to extract a concrete information (I am experienced well with dips/spies). I think a big part of Apolyton could be managed the way I suggest hereafter and then there wouldn't be so large redundancy of information. A few (10, 20) threads of similar fashion would span all questions (answered or unanswered) about Civ2 facts. To arrange strategies would be harder, I think they should be discussed ordinarily.
This thread is a try to concentrate all wisdom about diplomats and spies. I included rules, facts and short tips only. I don't intend to collect strategies here. If this try will be succesfull, other people could manage further scopes of Civ similar way.There is my idea how to manage this thread: All wisdom will be concentraced to the main (first) post. You will post any suggestions :
| to add new wisdom (will be marked green), to mark/unmark insecure or unsettled wisdom (will be marked red), to put new questions that should be answered (will be marked blue), remarks to mistakes, opacity and my weak english  | and discuss them here.I will integrate your suggestions into the main post.
Please, clear your post if all its problems are definitively solved and integrated to the first post (you must to let at least one letter there.) I hope Ming will remove cleared posts from time to time. Keep world clean! Help me: if you think I forgot to integrate one of your ideas then edit your post, delete ideas I included yet and write LOOK! in the beginning of post. If MY post is assigned to you (I named you in the beginning), and you have read it and you think it may be cleared, let me know (by a new short post). I will clear post soon if there is no useful information for others. I suggest to mark your posts by numbers (Post 5, Post 6...) for easier reference. Previously, I thought I can remove posts in this thread. It is false: only Ming may delete posts. Html is off in Civ2-strategy forum: That is the reason why I chose this forum.
[This message has been edited by SlowThinker (edited January 31, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted December 27, 2000 18:35
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Post 3 List of my sources Let me know if you know other interesting source of information related to dips/spies.
Civ2-Strategy: Poisoning and sabotaging Civ2-Strategy: In response to the sabotage thing Civ2-Strategy Bribing non-barb units Scrolls of Ancient Wisdom (Winkler) Civ2-Strategy To bribe or not to bribe Archive Bribing cities - Apolyton Civilization Site Forums Archive Can diplos survive attacks - Apolyton Civilization Site Forums Archive Expelling diplos - Apolyton Civilization Site Forums Archive Tips On Diplomacy - Apolyton Civilization Site Forums Archive Finally a way to protect cities from bribing! Archive Veteran diplomats - Apolyton Civilization Site Forums Archive War in a diplo game... Is it worth it - Apolyton Civilization Site Forums Archive bribe-proofing my cities - Apolyton Civilization Site Forums Civ2-Strategy: Best use for a Diplomat-Spy Civ2-Strategy: Early Diplomatic Warfare Civ2-Strategy: city bribe question Civ2-Strategy: Partisans Civ2-Strategy: Poisoning (w-Spy) Civ2-Strategy: Sabotaging SDI Defenses Civ2-Strategy: Spies and City Walls Civ2-Strategy: Spy questions Civ2-Strategy: Spy-Dip question Civ2-Strategy: Stealing techs Civ2-Strategy: Stopping the cheapness! Inciting revolts Civ2-Strategy: The AI can bribe a Democracy! Civ2-Strategy: Using Diplomats Effectively Civ2-Strategy: Vet Spys and Stealing Techs [This message has been edited by SlowThinker (edited February 01, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted December 27, 2000 18:36
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Post 4 Recent important updates
02/01/01 7.4 moved to 2.13-14 01/30/01 I removed old "new wisdom" highlights (green). 4.5-4.7 renumbered to 4.10-4.12 [This message has been edited by SlowThinker (edited April 15, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted December 27, 2000 18:37
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Post 5 Keywords | level 1 | {spy} | | level 2 | {bribing cities}{bribing units} {expel} {sabotage unit}{establish embassy}{investigate city}{steal technology}{industrial sabotage}{poison water supply} | See "The Great Library: a hierarchical structure" thread if you want to know more about keywords. [This message has been edited by SlowThinker (edited April 16, 2001).] [This message has been edited by SlowThinker (edited May 19, 2001).] |
Maelhavok Settler Seattle,Wa. USA Dec 2000
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posted December 30, 2000 12:00
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REMOVED [This message has been edited by Maelhavok (edited May 16, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted December 30, 2000 12:42
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removed [This message has been edited by SlowThinker (edited May 19, 2001).] |
debeest Warlord
May 2000
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posted December 30, 2000 18:16
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POST 6Note: There's no conflict between your summary and the Scrolls of Wisdom with regard to the veteran spy factor. [This message has been edited by debeest (edited February 21, 2001).]
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SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted December 31, 2000 10:29
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Post 10 removed [This message has been edited by SlowThinker (edited April 14, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted January 10, 2001 15:40
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removed [This message has been edited by SlowThinker (edited March 20, 2001).] |
La Fayette Prince albi, france Oct 2000
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posted January 30, 2001 09:58
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Post 193.1 The multipliers for spy and vet spy don't apply to G. They apply to D (1,2*D for spy and 1,5*D for vet spy). 3.13 With no capital, I have several examples of Dmax different from 16 (I let you know if I find out why). 4.51 I have many examples of barb legion = 124g 12.11 Probability that vet spy+"gi |
La Fayette Prince albi, france Oct 2000
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posted January 30, 2001 11:42
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Post 20 12.31 Attack "use her judgment" (or attack with a dip) Any attack is a success. The only difference between dips, spies and vet spies is the nummber of losses: 100% with dips, 50% with spies and 25% with vet spies. They all use their judgment the same way: almost in accordance with the list of improvements in the city screen (with a slight random factor). This means that city walls are generally the last improvement attacked. Hence, if there are n improvements inside the city, it is wise to attack with n+1 dips or spies to make sure that the walls go down.12.32 Attack "give primary target" a) Basic example: attack of city walls in a capital city by vet spies. Any attack is independent from the previous one (like "heads and tails"). Probability of success p1=0,5. If the attack was successful, your vet spy might be captured afterwards. Probability of escaping p2=0,5. b) All other examples derive from that one (but the probabilities differ). Testing with larger samples would be necessary to make sure of the exact values. c) Meanwhile, I suppose that: the probability of escaping after successful attack is close to p2=0,5 for vet spies p2=0,25 for non vet spies; the probability of success is close to p1=0,5 for vet spies attacking walls in a capital city; the probability of success is higher when attacking improvements other than walls, and non capital cities; the probability of success is much lower when attacking with non vet spies. d)Hence it is advisable to attack with numerous vet spies using this "give primary target" method. e)With non vet spies, it is generally advisable to choose the "use her judgment" method (especially if there are few improvements inside the city). ------------------ aux bords mystérieux du monde occidental |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted January 30, 2001 14:00
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Post 21 La Fayette, 3.1 I wanted to write GR (gold required to bribe), not G (gold of civ that is bribed). Thank you, it was a big mistake. 3.13 Could you e-mail me your saved game? 12.11 not finished yet?I removed old "new wisdom" highlights (green). [This message has been edited by SlowThinker (edited January 30, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted February 21, 2001 13:17
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Post 22 removed [This message has been edited by SlowThinker (edited April 14, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted February 21, 2001 17:45
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Post 23 removed [This message has been edited by SlowThinker (edited April 14, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted February 22, 2001 11:18
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Post 24 removed [This message has been edited by SlowThinker (edited April 14, 2001).] |
William Keenan Prince Garfield, NJ, USA, Earth, Sol, Milky Way Sep 1999
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posted February 22, 2001 23:34
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Awesome! That's it. I just verified it. If you are under communism the max distance is 10. |
William Keenan Prince Garfield, NJ, USA, Earth, Sol, Milky Way Sep 1999
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posted February 23, 2001 08:38
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I have only tested and verified the communism distance 10 factor with units, not cities. I will verify it for cities this weekend. I suggest two changes to the formula 4.1:
The cost to bribe units with a role=5 (settlers) is double that of other units. DF = 3*12.5/(D+2) should be simplified to DF = 37.5/(D+2) SlowThinker, ask MarkG to fix you login.
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Slow Thinker Settler homeless, Praha, Czech Republic Feb 2001
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posted February 23, 2001 12:42
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Post 27 removed [This message has been edited by Slow Thinker (edited April 14, 2001).] |
Slow Thinker Settler homeless, Praha, Czech Republic Feb 2001
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posted March 03, 2001 17:20
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Post 28 removed [This message has been edited by Slow Thinker (edited April 14, 2001).] |
Scouse Gits King Liverpool, United Kingdom Nov 1999
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posted March 03, 2001 22:45
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Have put the link for this thread in the Great Library. ----------- SG(2) |
William Keenan Prince Garfield, NJ, USA, Earth, Sol, Milky Way Sep 1999
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posted March 07, 2001 23:03
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Post 30I made an interesting discovery. Diplomats can subvert a city if there are no units in it. I also tested the previous owner thing. The result was that the civiliztion to own the city before its current owner gets half price. If you founded it and it has changed hands several times, your out of luck - no discount.
[This message has been edited by William Keenan (edited March 08, 2001).] |
La Fayette Prince albi, france Oct 2000
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posted March 08, 2001 10:09
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Post 31 My post 19 was shortened under transmission. No matter: just forget the last sentence (12.11). The first 3 statements (3.1, 3.13, 4.51) remain true IMO (unfortunately I cannot send any save game since I play at home and post at my office with no link in between). Post 20 is complete, I think. In fact, it is my answer to point 12.3. Let me know if there is anything else I could or should do. |
Slow Thinker Settler homeless, Praha, Czech Republic Feb 2001
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posted March 20, 2001 20:14
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Post 32La Fayette, 3.1 Did you read Post 21?? IMHO it clarifies all. quote:
 Originally posted by La Fayette Let me know if there is anything else I could or should do.
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Apologize for disbelieving my formula! 3.13 quote:
 Originally posted by La Fayette (unfortunately I cannot send any save game since I play at home and post at my office with no link in between).
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La Fayette, there were "floppy disks" in my young years. Do you remember? 4.51 I suppose William Keenan and me solved the problem. See Post 24 and the appropriate part of Post 1. Edit: sorry, I deleted the Post 24. See post 1. Yes, post 20 is complete, I suppose it was my mistake, I wanted to point to the post 19. I didn't include it because I think there still remains some error in our tests: results are very strange. William Keenan, I tested subverting cities by diplomats. It worked not only for empty cities! It seems that 3.5 is valid for both spy AND diplomat... (3.5 Spy may bribe a city two ways: "incite revolt" or "subvert city". It is possible to subvert city only if you have cease fire, peace or you are allied.) [This message has been edited by Slow Thinker (edited April 14, 2001).] [This message has been edited by Slow Thinker (edited April 14, 2001).] |
William Keenan Prince Garfield, NJ, USA, Earth, Sol, Milky Way Sep 1999
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posted March 21, 2001 23:04
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POST 33 quote:
 Originally posted by Slow Thinker on 03-20-2001 08:14 PMWinkler claims veteran status of both spy and diplomat affects bribing cost. I am prepared to remove a red note about Winkler at 3.1 ("5/6 or 2/3 if a spy or veteran spy is bribing") if anybody will confirm I am right and only spy is affected by vet status when bribing cities.
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I have confirmed it. Winkler was wrong.
quote:
 I proved the previous owner thing. I agree. Is this expressed correctly (you know, my english...)? if dip/spy's civ was the last owner of the city before the curent owner. (If the civ founded it and it has changed hands several times, then no discount applies.)
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I would just say: 1/2 if bribing civ was the previous owner. quote:
 Originally posted by William Keenan I have only tested and verified the communism distance 10 factor with units, not cities. I will verify it for cities this weekend.
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Did you prove it?[/quote]My testing created more questions then answers. According to my tests Communism made no difference in the bribe price of any city, barbarian or otherwise. |
Slow Thinker Settler homeless, Praha, Czech Republic Feb 2001
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posted March 23, 2001 18:36
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Post 34 William, quote:
 Originally posted by William Keenan on 03-21-2001 11:04 PM My testing created more questions then answers. According to my tests Communism made no difference in the bribe price of any city, barbarian or otherwise.
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It works IMO...Did you take into consideration that government of the civ whose city is bribed must be under communism? Edited: Do you want to exchange .sav files? quote:
 Originally posted by William Keenan I would just say: 1/2 if bribing civ was the previous owner.
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Is "previous" enough? Cannot "previous" be understood as "previous or previous of previous"? [This message has been edited by Slow Thinker (edited March 24, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted April 06, 2001 18:38
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bump. |
William Keenan Prince Garfield, NJ, USA, Earth, Sol, Milky Way Sep 1999
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posted April 11, 2001 22:36
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quote:
 It works IMO...Did you take into consideration that government of the civ whose city is bribed must be under communism? Did you prove it?
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You are right. The Barbarians are under communism their palace distance becomes 10, just like every other civ. I proved it. quote:
 Is "previous" enough? Cannot "previous" be understood as "previous or previous of previous"?
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1/2 if bribing civ was the last owner of the city prior to its current owner.
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SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted April 14, 2001 17:21
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Post 36 William, thank you.What do you think about 3.5 (see Post 32)? I think that there is no difference between dip and spy and a presence of a unit in the city has no effect.
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! Prince of Apolyton Apr 2000
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posted April 15, 2001 08:54
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What the buggary is this all about  |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted April 15, 2001 10:15
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Try to research "writing", then go to city screen, search a "build" button and choose "diplomat"  |
GP Emperor Atlanta, GA b.02-15-99
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posted April 20, 2001 21:41
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I admire your pursuit of logical heirarchies. You could really improve their usefulness if you used some tricks like indentation, headings, etc. Just categorizing things in a mathematical manner is not sufficient. As written, your thread is not user-friendly and the hard work you've done is going to waste... |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted April 21, 2001 08:22
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Post 40 GP, IMHO the result wouldn't make up for the effort.But I may not to be able to imagine your idea. Can you be more concrete? Or can you adjust a part of Post 1? (A better thread for such kind of a debate is "Great Library Discussion" [This message has been edited by SlowThinker (edited April 21, 2001).] |
Mixam Chieftain Edmonton, Alberta, Canada Apr 2001
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posted May 03, 2001 09:30
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Post 41 The formula for bribing cities can be simplified some:GR = S*(G+1000)/(D+3) GR = Gold Required G = gold of civ that is bribed D = the distance between dip/spy and the capital of civ that is bribed No need to have extra variables added in for no reason  In response to post 42 below: This is your formula just rearanged and in this formula if gold = 0 you can tell it has "no effect as you say" because if it is 0 G can simply be removed. If G is removed then GR = S*1000/(D+3) or in your terms GR = S*DF where DF is distance factor. [This message has been edited by Mixam (edited May 03, 2001).] |
SlowThinker Warlord homeless, Praha, Czech Republic Jan 2000
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posted May 03, 2001 14:01
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Post 42 Mixam, I agree that your formula is more simple.But my formula makes things more clever IMHO, it is useful to highlight "gold" part of the formula and "distance" part: if "gold of civ that is bribed" = 0 then "gold factor"´= 1 (i.e. gold factor has no effect)
[This message has been edited by SlowThinker (edited May 03, 2001).] | |